wined3d: Use the texture resource in wined3d_surface_depth_fill().
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@ -1102,7 +1102,7 @@ static BOOL surface_convert_depth_to_float(const struct wined3d_surface *surface
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static HRESULT wined3d_surface_depth_fill(struct wined3d_surface *surface, const RECT *rect, float depth)
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{
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const struct wined3d_resource *resource = &surface->resource;
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const struct wined3d_resource *resource = &surface->container->resource;
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struct wined3d_device *device = resource->device;
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const struct blit_shader *blitter;
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